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  • [GUIDE] Respawn Inventory Menu

    Here is how I set up the Respawn Inventory Menu in the following files:

    description.ext
    Code:
    class CfgRespawnInventory
    {
        class RifleBasic
        {
            vehicle = "B_Soldier_F";
        };
    
        class SquadLeader
        {
            vehicle = "B_Soldier_SL_F";
        };
    
        class Medic
        {
            vehicle = "B_Medic_F";
        };
    
        class AR
        {
            vehicle = "B_Soldier_AR_F";
        };
    
        class LAT
        {
            vehicle = "B_Soldier_LAT_F";
        };
    };
    initServer.sqf
    Code:
    [west,"RifleBasic"] call bis_fnc_addRespawnInventory;
    [west,"SquadLeader"] call bis_fnc_addRespawnInventory;
    [west,"Medic"] call bis_fnc_addRespawnInventory;
    [west,"AR"] call bis_fnc_addRespawnInventory;
    [west,"LAT"] call bis_fnc_addRespawnInventory;
    onPlayerRespawn.sqf
    Code:
    _playersWeapons = weapons player;
    _playerRole = "BasicRifle";
    _playerBackpackItems = backpackItems player;
    
    if ("Binocular" in _playersWeapons) then {_playerRole = "SquadLeader";};
    if ("launch_NLAW_F" in _playersWeapons) then {_playerRole = "LAT";};
    if ("arifle_MX_SW_pointer_F" in _playersWeapons) then {_playerRole = "AR";};
    if ("Medikit" in _playerBackpackItems) then {_playerRole = "Medic";};
    
    player sideChat format ["Role: %1",_playerRole];
    
    switch (_playerRole) do {
        case "SquadLeader":
        {
            _loadoutPlayer = [player]execVM "loadouts\squadLeaderBlufor.sqf";
            player setUnitTrait ["medic",false,false];        
        };
    
        case "Medic":
        {
            player setUnitTrait ["medic",true,false];
            _loadoutPlayer = [player]execVM "loadouts\medicBlufor.sqf";
        };
    
        case "BasicRifle":
        {
            _loadoutPlayer = [player]execVM "loadouts\rifleBasicBlufor.sqf";
            player setUnitTrait ["medic",false,false];        
        };
    
        case "LAT":
        {
            //_loadoutPlayer = [player]execVM "loadouts\rifleBasicBlufor.sqf";
            player setUnitTrait ["medic",false,false];        
        };
    
        case "AR":
        {
            //_loadoutPlayer = [player]execVM "loadouts\rifleBasicBlufor.sqf";
            player setUnitTrait ["medic",false,false];        
        };
    
    };
    Here is the video:


    Here is the mission files:
    http://steamcommunity.com/sharedfile.../?id=848219454

    |TG-189th| Unkl
    ArmA 3 Game Officer
    Dean of Tactical Gamer University
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

  • #2
    I can't get this script to work at all. i have tired to move the script files to different folder locations within the mission folder it's self but the drop down menu for the spawn UI screen doesn't show anything but "Rifleman" or "AutoRifleman" i can't select anything else. that's the only class showing up.

    Comment


    • #3
      MikeJGaming, did you set up "Choose Loadout" from the 3den MP mission attributes? And do you have a working respawn?
      |TG-189th| Unkl
      ArmA 3 Game Officer
      Dean of Tactical Gamer University
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

      Comment


      • #4
        Unkl i finally got around to getting it to work. But one thing won't work is the custom loadout's i'm using from the SMA mod weapons pack. I tried adding them to the custom loadout classes in the loadout's folder and it's not working. I have Copied the Code from the Virtual Arsenal and then into the .sqf files as needed in your videos. It still won't work. Am I doing something wrong here. ?

        Mike

        Comment

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